My mission like i said before is to create a moba/dota style map. In this map you would start as a hero unit. This hero unit will then buy his tank and keep upgrading his tank from time to time, whenever the user can (because he has the money to purchase a new tank) and he feels like. Once the hero unit purchase this new tank, he will not be the old hero unit anymore and hell begin being this new tank he purchased and whenever he purchasen a new tank, this is the dynamic that will happen. You start as a pilot, you buy your tank/plane and then you won't be that pilot anymore because you're the new tank. So how can i establish this dynamic. Is this a trigger or a data type coding?
@DrSuperEvil: Go
If i understand your question correctly the process is: You first start with a pilot. Then you buy your transport. And you are no more your pilot, because now you are the transport you just bought. The transport is purchased at a factory or another structure. :)
If the new vehicle is trained at a structure, you can probably get away with a pretty simple trigger for this. Create a new trigger, set it's event to be when a unit is trained. Check if the trained unit's unit type is one of the vehicles that are considered "Upgrades" to the heroes. Then You'll want to save stuff about your previous unit in variables, like XP and Kills. Then remove the previous unit and set the new trained unit to be the hero.
I didn't test these triggers as I just slapped them together, but hopefully they can help you get started here. I didn't set up any check for whether the hero was close enough to the building to allow for the swap, but otherwise I hope this fits your needs.
A library with these triggers should be attached to this post to help you get started.
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Well thank so much Baelethal, i really appreciate it as always obviously. Now how can i transfer items as well? Also if i buy from neutral units, the vehicle will have the neutral unit color and neutral unit selection color and not triggering player color. Ive tried the owner transfer action but with no luck having no change at all.
Unfortunately, because of the way I set it up if you make the factory neutral then the triggering player will be the neutral player and not the player who gave the command. You could try changing the factory's owner when players try to interact with it in order to fix the issue. Probably change the owner to the same as the closest allied unit.
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My mission like i said before is to create a moba/dota style map. In this map you would start as a hero unit. This hero unit will then buy his tank and keep upgrading his tank from time to time, whenever the user can (because he has the money to purchase a new tank) and he feels like. Once the hero unit purchase this new tank, he will not be the old hero unit anymore and hell begin being this new tank he purchased and whenever he purchasen a new tank, this is the dynamic that will happen. You start as a pilot, you buy your tank/plane and then you won't be that pilot anymore because you're the new tank. So how can i establish this dynamic. Is this a trigger or a data type coding?
Never tried using a Transfer Behavior effect on a Veterancy behaviour before. Otherwise use triggers to store the exp and apply it to the new unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yeah but how will the first unit disappear? It has to disappear, because you can only control 1 hero unit.
How are you planning on the process of going to select your new unit (style question)?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go If i understand your question correctly the process is: You first start with a pilot. Then you buy your transport. And you are no more your pilot, because now you are the transport you just bought. The transport is purchased at a factory or another structure. :)
@JEGCPR: Go
Hmm... so three steps I think.
First, You will need 3 unit models for that.
- The model hero (model 01)
- The transport without the hero (model 02)
- The transport + the hero. (model 03)
2nd, you will need to set up units for those models.
3rd, you will need to set up triggers and event for that.
Example :
Trigger 01 : Player 1 create vulture from factory [Y/N]
Trigger 02 : Hero 1 (raynor) is in range of the vulture from trigger 01 [Y/N]
Trigger 03 : Spawn / create model 03, remove model 01 and model 02.
Yeah imo those are basically what you need to do.
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@EDHRIANO: Go
I think he is more interested in how to transfer the experience between the Veterancy behaviours.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@JEGCPR: Go
Although you might be able to have a hidden Morph ability that the shop uses an Issue Order effect on the hero unit to use the morph upon selection.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@JEGCPR: Go
If the new vehicle is trained at a structure, you can probably get away with a pretty simple trigger for this. Create a new trigger, set it's event to be when a unit is trained. Check if the trained unit's unit type is one of the vehicles that are considered "Upgrades" to the heroes. Then You'll want to save stuff about your previous unit in variables, like XP and Kills. Then remove the previous unit and set the new trained unit to be the hero.
I didn't test these triggers as I just slapped them together, but hopefully they can help you get started here. I didn't set up any check for whether the hero was close enough to the building to allow for the swap, but otherwise I hope this fits your needs.
A library with these triggers should be attached to this post to help you get started.
Well thank so much Baelethal, i really appreciate it as always obviously. Now how can i transfer items as well? Also if i buy from neutral units, the vehicle will have the neutral unit color and neutral unit selection color and not triggering player color. Ive tried the owner transfer action but with no luck having no change at all.
Unfortunately, because of the way I set it up if you make the factory neutral then the triggering player will be the neutral player and not the player who gave the command. You could try changing the factory's owner when players try to interact with it in order to fix the issue. Probably change the owner to the same as the closest allied unit.